[quote who="Lord Xia" reply="5" id="2790603"]The game has a hard on for Archers. Every damn time I get a new tech, the game tells me I have a new archer design. Hey, good job researching hedge walls, here is a new archer! [/quote] He he, I noticed that. I think I have about 80 unit designs showing up, I only use 6 of them counting pioneers & caravans. I wish there was some way to delete the obsolete designs I don't use anymore.
cpl_rk
[quote who="wayninja" reply="12" id="2774087"]What is this 'mana' people are talking about. I can't find it in the manual. [/quote] what manual ? [e digicons]}:)[/e]
[quote quoting="post"]I've been playing several games up to 3-4 hundred turns and so far I've barely used any Adventurer heroes besides my sovereign and his offsprings. It's already quite the micromanagement hassle to move these about without having several others to lvl up and upgrade and equip. Aside from the specialist heroes (farmers, administrator, etc) I find no use for the simple Adventurer type. Am I missing something? Also, might I sugge
[quote quoting="post"]Can someone please explain how I get mounts once I've got the "Wild Horses" resource? Thanks in advance PS I hope everyone agrees that the song "Wild Horses", by the Rolling Stones is an all time classic rock & roll song!! [/quote] YOu need to do three things: 1) find a horse resource, there's not too many of them & build a stable on the resource .. you should start seeing horses in the resource screen at
Another thing that just occured to me which would of a huge benefit to the AI would be to add some amount of fog-of-war to all these stacks that are moving around on the map. Why are we able to see everything like god looking down from up high? A game that I like a lot, ASL, has the concept of "concealment". Stacks are topped off with a ? (question mark or "concealment" counter) and the opposing player would know nothing about the concealed stack other than its location and how
[quote who="Bellack" reply="252" id="2790394"] Quoting Scutagira, reply 224 Dominions 3 would be my favorite game by far if it actually allowed you to fight the battles 'live'. There something more gratifying about pushing a button and watching your caster throw that lightning bolt, rather than plotting out his actions ahead of time and watching the battle after its over and done with. I realize this wouldn't be practical with their huge pbem crowd
[quote who="Robert Hentschke" reply="20" id="2790224"] Logic is nice but can often be overruled by magic. [/quote] I can agree with this, but even magic has some level of logic associated with it. For example: you would expect the mana (essence) cost of spells to be proportional to its capability. This is logical & reasonable. Something like fire dart that does less damage should only cost 2 essence whereas immolation (or whatever that spell is called)
[quote who="mcdoggy" reply="37" id="2790196"] Quoting rossanderson48, reply 33 I suppose you never played Monopoly then an enjoyed one of the greatest games of all time. I can't remember the countless times I built houses and then had to remove them and then build them again later on. Or hotels to replace houses only to go back to houses again later on and then sometimes even have to remove those houses back to basic property again.
[quote who="Kalin" reply="14" id="2789706"]While I agree about some of the diplomatic options (there are of course implications for all of them)... So to answer the OP, while immersion is nice to have, you'll often find that when immersion comes at the cost of gameplay, it is usually abstracted. [/quote] "Usually" but not always. There are games that go the other end of the scale and take "simulation" to a whole new level. There are even "physics" model
[quote who="Kalin" reply="14" id="2789706"]While I agree about some of the diplomatic options (there are of course implications for all of them)... ... the roleplay argument against shops everywhere is a bit strange. There's nothing stopping you from roleplaying that shops are only in town and you have to go back to town to buy stuff. Limiting yourself like this is something that people who roleplay do rather often... [/quote] It's not about "li
[quote who="Frogboy" reply="25" id="2789526"]One thing that I would request is if peopel coudl start posting their saved games. I would love to look at how people (real people) are playing the game. I would look at it from both an AI and game balance point of view. [/quote] Ok, now tell me how to insert: it seems the attach file (edit link) control is greyed-out?
[quote who="ElanaAhova" reply="9" id="2789453"]I'm confused. I can only access the merchants when I am inside or adjacant to A settlement. Did I miss an 'update?' [/quote] In another thread somebody pointed out that you can press ctrl "s" or just "s" and an item shop would magically appear in your square if in your territory. I thought this was a cheat code or hack, but apparantely it was an intended design feature from what someone else said in an
[quote quoting="post"]I happen to like the RPG aspects of strategy games. I enjoy replaying again and again as different characters. I like "being" the evil guy or the good guy or the merchant or what-have-you. I also liked being somewhat of a griefer back in the day playing D&D. I was the guy that did the unexpected to see how the DM would handle it. I don't expect Elemental to be able to be *that* RPG or handle any crazy thing I throw at
[quote who="BoogieBac" reply="3" id="2788533"] Shopping anywhere is a nice to have . . but the fact that I can find a merchant anywhere in my territory breaks immersion for me. We went back and forth on that one (I fought for the 'have to be in a city' system), but at the end of the day it was considerably less 'fun' to slog your way back to a city to have to visit the merchant. Perhaps I can slide a option in for players like us More RPG-y [/quote] &
I think it's kind of ridiculous that a merchant can just appear out of thin air anywhere in your territory: "Yo Bilkins, we need some ceder longbows before we attack that fire-breathing cave drake over there!" Bilkins: "no problem, the merchant is standing right behind you, and there's another one by that rock about 20 feet back, there was also one by the fig tree, the alligator swamp 200 yards north, on that mountain top over there, by the coast 6 miles back, near that r
[quote who="Sethai" reply="10" id="2789053"] Quoting cpl_rk, reply 9 What would've been nice is, instead of the huge jump from 1 to 4 to 8 man squads we had a gradual jump of 1 to 2 to 3 to 4,5,6,7,8. where each level would not be so huge as it is now, also a similarly armed 3man squad, for example, should have a decent chance agains a similarly armed 4man squad, say (1-N) where N=3to4 odds or 1-.75 = 25% chance of winning. ..... 2 is still tw
I find a lot of the dev's post to be too vague. He mentions 10% specialist slots in that particular post, but he explains nothing of how this will affect the game from a player's (or practical) point of view. I kind of get the feeling he's at a level removed from the actual game application, kind of like a pharmaceutical salesman trying to describe how a microbe mates or something like that (which would be appropriate for a mircrobiologist and not a salesman). There's no telling if th
What would've been nice is, instead of the huge jump from 1 to 4 to 8 man squads we had a gradual jump of 1 to 2 to 3 to 4,5,6,7,8. where each level would not be so huge as it is now, also a similarly armed 3man squad, for example, should have a decent chance agains a similarly armed 4man squad, say (1-N) where N=3to4 odds or 1-.75 = 25% chance of winning. It shouldn't be so hard to be able to combine singles into a larger squad, if its a performance issue the computer can "erase" the
that's probably a cheat code, item shops should only be available in cities no matter what the size.
Civ is one of the all time great strategy games, period. That's a fact. I remember when the First came out in the late 80s, loved it to death; second version with alpine troops, loved it; third version I can't remember. The fourth version was good, but they changed the combat system if I remember as far as stacks, I think cities & fortified locations had "stack combat" ability which was a fairly huge change from the other versions. I liked the spice trade with bananas & plums spe
I also did a marathon game this weekend, and I'm to turn 350ish & i've killed 4 or 5 AIs in war. I just finished knocking out Gilder who had 12 to 15 cities, Gilder was pushover compared to what Yithril is normally like. Funny thing is, I had just the opposite. My soverign married that Red Headed adventurer I found near the start of the game; I think here name was Najjeba or something like that. There were 3 children, two female one male. I noticed farily outrageous mana: one
[quote who="JayG" reply="22" id="2788264"]after the masterpeice that was civ iv, i cannot believe anyone would defend civ v. can they name a single fun improvement over civ iv? at least elemental has a future. without a radical design, civ v is going to be remembered like civ iii. [/quote] I don't want a "radical redesign" when I buy a franchise game. When I buy civ5 I want it to be pretty much like civ 1 to 4. A "radical redesign" such as MOO2 -&g
The AI stinks in so many games & game types that it's not even funny anymore. It would probably be best just to list strategy games that have a good AI. There are a couple of them floating around in space & time. It's disappointing at the low quality of AI of PC games in general, which is probably the main underlying factor in the success of MMPOLG (or whatever the hell that acronym is) type games & the decline of strategy PC games since the early 90s.<
[quote quoting="post"]I am really enjoying Elemental. However I feel it needs some more work. It just feels like I have to make too many concessions each game and am not really challenged. Also, the simplicity of the tactical battles was a HUGE dispointment and really kills my desire to start a fresh game... I like indie devs, and support this game as well as Darkfall, just so we can have more variety and push the quality of AAA games. I feel like their hands were tied as far as release date
[quote quoting="post"]Sometimes when I cast teleport, it will make the little sound, take 15 mana from that person's pool, it will even change the fog of war as if someone was in the square.. but my guys stay right where they were at, no teleport. has anyone else encountered this issue? [/quote] It was changed, so only the soverign & airs can teleport now, but they didn't completely fix the magic options for imbued champs. Make sure